yuzu-emu
/
yuzu
Archived
1
0
Fork 0

GPU: Improve frame synchronization, increases compatibility with both homebrew and retail applications.

This commit is contained in:
bunnei 2014-08-29 23:50:38 -04:00
parent eb36d3fc90
commit aabfcfe6ad
1 changed files with 31 additions and 13 deletions

View File

@ -24,6 +24,7 @@ Regs g_regs;
u32 g_cur_line = 0; ///< Current vertical screen line
u64 g_last_line_ticks = 0; ///< CPU tick count from last vertical screen line
u64 g_last_frame_ticks = 0; ///< CPU tick count from last frame
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
@ -179,27 +180,44 @@ void Update() {
auto& framebuffer_top = g_regs.framebuffer_config[0];
u64 current_ticks = Core::g_app_core->GetTicks();
// Synchronize line...
if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
g_cur_line++;
g_last_line_ticks = current_ticks;
// Update the frame after a certain number of CPU ticks have elapsed. This assumes that the
// active frame in memory is always complete to render. There also may be issues with this
// becoming out-of-synch with GSP synchrinization code (as follows). At this time, this seems to
// be the most effective solution for both homebrew and retail applications. With retail, this
// could be moved below (and probably would guarantee more accurate synchronization). However,
// primitive homebrew relies on a vertical blank interrupt to happen inevitably (regardless of a
// threading reschedule).
if ((current_ticks - g_last_frame_ticks) > GPU::kFrameTicks) {
VideoCore::g_renderer->SwapBuffers();
g_last_frame_ticks = current_ticks;
}
// Synchronize frame...
if (g_cur_line >= framebuffer_top.height) {
g_cur_line = 0;
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
VideoCore::g_renderer->SwapBuffers();
Kernel::WaitCurrentThread(WAITTYPE_VBLANK);
HLE::Reschedule(__func__);
// Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
// blank, we need to simulate it. Based on testing, it seems that retail applications work more
// accurately when this is signalled between thread switches.
if (HLE::g_reschedule) {
// Synchronize line...
if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
g_cur_line++;
g_last_line_ticks = current_ticks;
}
// Synchronize frame...
if (g_cur_line >= framebuffer_top.height) {
g_cur_line = 0;
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
}
}
}
/// Initialize hardware
void Init() {
g_cur_line = 0;
g_last_line_ticks = Core::g_app_core->GetTicks();
g_last_frame_ticks = g_last_line_ticks = Core::g_app_core->GetTicks();
auto& framebuffer_top = g_regs.framebuffer_config[0];
auto& framebuffer_sub = g_regs.framebuffer_config[1];